Quick answer: Use the platform's text input with IME support, handle composition events, and test with the keyboards and languages your players use.
Mobile IME input issues are unhandled composition. Using proper text input fixes it. Here is how.
How to fix it
1. Use platform text input with IME
For text fields, use the platform's native text input which supports IME composition, rather than reading raw key events. CJK and other languages compose characters that raw key reading cannot assemble.
2. Handle composition events
Handle the in-progress composition (preedit) and committed text so multi-keystroke characters appear correctly. Ignoring composition shows garbage or drops characters for languages that compose input.
3. Test with real keyboards
Test text input with the keyboards and languages your players use, including CJK, emoji, and autocorrect. Input that works with a Latin keyboard often breaks with an IME until tested.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every mobile error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.